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General Jack Ripper

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Posts posted by General Jack Ripper

  1. 1 hour ago, Bulletpoint said:

    @SLIM I think I caught a small error in your infantry squad video.

    Well where were you a year ago when I posted the video? I'm not changing it now...

     

    Quote

    At around 13:10, you say mortars are effective against entrenched enemies and wooden bunkers. I believe only the very biggest mortars can knock out wooden bunkers, and generally against entrenched infantry in foxholes and trenches, mortars are much less effective than direct fire.

    81mm Mortars will cause casualties in wooden bunkers either through direct hits, fragments entering the vision slit, or fragments entering the back door.
    The problem with using them, is getting the required number of direct hits to achieve anything. At ranges above 500 meters, you'll be lucky to get a few direct hits, even with over 100 rounds fired. (Yes, I just spent an hour testing this...)
    Obviously, if you have 75mm Pack Howitzers (or your local equivalent) available, use them, but by far the most common supporting weapon available to a single squad would be the Platoon (60mm) or Company (81mm) mortar section.

    Remember, the video is about the SQUAD, not the Battalion.
    If a single squad comes across a bunker, the LAST thing you want to do is sit there plinking away with your rifles.

    Mortars easily shred infantry in trenches either with direct hits, or fragmentation, unless they're hiding.
    Infantry set to 'HIDE' in trenches or bunkers are difficult to destroy by any means, but the problem is while they're hiding, they're not shooting at you.

     

    57 minutes ago, IICptMillerII said:

    Literally the entire point of foxholes and trenches is that it protects infantry from direct fire, and fires in general, to include shrapnel from falling artillery. The best way to defeat these types of fortifications (aside from clearing them with your own infantry) is by using high angle of attack weapons, such as mortars.

    This is 100% correct.

    In fact, I just spent the last hour shooting at infantry in trenches with mortars, just to try to figure out what the deal is.

    The casualty counts alone were decisive.

    Bulletpoint, if you're resorting to direct fire high explosive and massed small arms fire to deal with entrenched positions, you're certainly wasting a lot of time and ammunition.
    Just call in a Heavy/Maximum Linear Barrage, and simply march around the position, and move on towards your objective. They won't bother you again.

    "Fixed fortifications are monuments to the stupidity of mankind." ;)

  2. 1 hour ago, Battlefront.com said:

    What we don't have is the ability to run multiple environments from the same code simultaneously without restrictions about what can be used with what.  There's still quite a lot of special cased code which says "if you are playing something in Italy do this, but if you're playing something in France do that".  This is more a side effect of the evolution of CM2's code than any technical need.  Meaning, it's this way more out of expediency rather than technical necessity.

    I remember the different titles in CMx1 had some large variances, such as special commands available in some cases, such as sewer movement and human wave attacks, but I wasn't aware such intricacies were present in CMx2, aside from the Unconventional Warfare feature in CMSF.

  3. 1 hour ago, Battlefront.com said:

    We don't see much need to support that, though of course it would be cool to put an Abrams against a Panther once or twice until you realized you can get the same game thrill by putting an Abrams against a CMSF Taxicab :D

    Steve

    Unless you set the 'Civilian Density' to 'High' and the UnCon Taxicab has a 2,000lb bomb in the trunk. ;)

    Of course, what I really meant was cross-compatibility between WW2 theatres and equipment.
    Imagine the hypothetical USA versus USSR in 1945...
    IS-2's versus Pershings...

    Tastes like M&M's.

  4. On ‎10‎/‎10‎/‎2017 at 3:56 PM, Battlefront.com said:

    Atomic Games (2nd iteration) - 6 years (not including hibernation period)
    Atomic Games (1st iteration) - 11 years
    Maxis Games - 11 years
    Matrix Games - 11 years
    Simulations Publications Inc (SPI) - 13 years
    Strategic Simulations Inc.(SS) - 15 years
    Sierra Entertainment/Sierra Online - 17 years
    MicroPose - 19 years

    You have an interesting way of making a young man feel VERY old...

     

    On ‎10‎/‎11‎/‎2017 at 1:55 AM, Aragorn2002 said:

    One simple remedy to prevent this kind of discussion. A bone from time to time. Keeps us busy for months.

    I've seen some developers who post regular Development Blogs, and they seem to be quite popular, even if it's little more than a few sentences of, "This is what we're doing this month."

     

    On ‎10‎/‎11‎/‎2017 at 11:45 AM, Battlefront.com said:

    While technically we still can't produce a "universal engine" for CM2, we have at least greatly simplified things on the production side so that we can do more content with proportionally less of Charles' programming time.

    Once upon a time, when you first announced the CMx2 engine, and described it's modular capabilities, I thought you had done exactly this.
    I still hold out hope for the future, not only for the efficiency of production, but the vastly increased gameplay possibilities such a system would bring.
    Truly opening up the sandbox could only be a good thing, no?
     

    Quote

    Which means he's freed up to do other things which 2-3 years ago he wouldn't have had time for.

    Steve

     

    Like, illumination flares?

    PLEASE, PLEASE, PLEASE, SANTA CLAUS??

  5. On ‎5‎/‎6‎/‎2017 at 6:09 PM, IanL said:

    That wouldn't be popular. Not that I don't agree. So, in this case what is the criteria? Two crew members left means they bail and run for it? What about three? What about a three crew member vehicle? Or not crew size but: If a crew bails then they never recover? Just curious what you think would work.

    My two cents?

    Crews bailing out of destroyed tanks should automatically be given the "Broken" status, along with being temporarily panicked.
    You can still order them around per se, but the first bullet goes past their head, they collapse into a gibbering wreck.

  6. https://www.youtube.com/playlist?list=PLmW_vcwM_qxukdDjpfUEerpICUzTrTKek

    The full playlist for the Combat Mission: Tactics, Techniques, and Procedures project is linked above, including:

    • Combat Mission Normandy Tactics - by Jeffrey Paulding
    • Combat Mission Tips - by his1ojd
    • Combat Stress, Combat Shock & Morale - by Josey Wales
    • Combat Mission: Tactics, Techniques, and Procedures - by Chris Maillet (Me)

    New, completed videos will be posted into this thread. Feel free to ask questions, make observations, or criticize anything you see.

    This project would be worth nothing without your feedback.

     

    Using excerpts from: FM 3-21.8 The Infantry Rifle Platoon and Squad this video gives a brief explanation of how to utilize an infantry rifle squad in Combat Mission.

     

    Using excerpts from: FM 3-21.8 The Infantry Rifle Platoon and Squad and Bil Hardenberger's Blog: Battle Drill this video gives a brief explanation of how to utilize an infantry platoon in Combat Mission.

     

    Using excerpts from: FM 3-21.10 The Infantry Rifle Company and Bil Hardenberger's Blog: Battle Drill this video gives a brief explanation of how to utilize an infantry company in Combat Mission.

    The old thread in the CMBN forum is deprecated, and I will no longer be following it.

  7. 1 hour ago, sburke said:

    I have seen some of the criticisms and complaints that have been made about shortcomings in how Ken Burns focused the story, but if he has both Americans and Vietnamese debating the origins of such an enormously costly war, he scored pretty big.  

    Honestly I think that was the best part about the whole thing, the fact he got a conversation going from both sides.

    It was interesting to see the North Vietnamese reactions, one of them said, "Of course, we had to reunite our country and liberate half of it from the puppet government!"
    Which is obvious in it's propagandist leanings.

    Meanwhile, another one simply asked, "Was it worth it to go to war with ourselves? By far the vast majority of dead on both sides were Vietnamese."
    It was very interesting to see the different perspectives.

    Here is a link to 'The Pentagon Papers' the report on America's involvement in Vietnam ordered up by Robert McNamara, it's available for free in the National Archives:
    https://www.archives.gov/research/pentagon-papers

    I think I might spend some time after New Years reading a bit.

  8. On ‎9‎/‎23‎/‎2017 at 7:42 AM, Sublime said:

    P.s. Im also pretty sure sburke and emrys know Im well aware of the Americas dirty actions around the globe going back to the USS Maine... And beyond.

    If you get a chance, have a listen to Dan Carlin's Podcast: http://www.dancarlin.com/product/hardcore-history-49-the-american-peril/
     

    On ‎9‎/‎25‎/‎2017 at 2:36 PM, KL2004 said:

    lmao :)  I think Kim would like free McDonalds for life...  (consider it a very sly form of assassination!)

    I have long advocated defeating North Korea, simply by dropping McDonald's on them.

  9. On ‎9‎/‎26‎/‎2017 at 7:11 PM, Combatintman said:

    I would like to see some changes to IED behaviours:

    1. One frustration is that AI triggermen default to 'fire the AK-47' rather than 'press the t1t'. Proposed fixes are - either change the behaviour so that the triggerman views the IED as the primary weapon system or take their weapon away from them.
    2. The second anomaly is that VBIEDs require separate triggermen. My solutions therefore are either to retain the existing system but give the option for the driver to be the triggerman or to get rid of the separate triggerman entirely.

    Better yet, make the triggerman a "spy" unit type.

  10. Quote

    My hatred for them was pure.

    Pure.

    I hated them so much...
    ...and I was so scared of them.

    Boy I was terrified of them...
    ...and the scareder I got, the more I hated them.

    - John Musgrave

     

    I think this documentary is the best one Ken Burns has made.
    I was reduced to tears on many occasions.

  11. On ‎9‎/‎27‎/‎2017 at 5:46 PM, Erwin said:

    -SNIP-

    And so on...

    Keep the good work up!

    I'm putting a brief explanation of linear danger area into the next video, but you can also see a bit from my TTP videos.
    I recorded an hour of gameplay on Monday, but I need to edit video parts out of it, so I'll have some Cold Waters videos going up for the next few weeks.

    If you hold your demo charges until you "absolutely" need them, then you'll never use them. Remember, any enemy troops inside the building will be immediately suppressed by the blast, even guys on upper floors will get a piece of it. Blasting down the wall is the absolute safest way to enter an occupied building, bar none.

    Of course, sometimes I just like to blow things up, too. Never count that bit out. ;)

    When hunting up a multi-story building, I want them to get to the top, and not stop unless they come under fire. Observation is secondary to reaching their destination safely.
    For example, the large tower at the mosque really only has good windows at the top, so there's no need to use any other floor as an O.P.

    ...and thanks.


     

    On ‎9‎/‎28‎/‎2017 at 2:55 PM, Sgt.Squarehead said:

    PS - Keep meaning to take time to thank @SLIM for making these videos.....I'm enjoying them a lot, they're particularly interesting for me as I know what's coming (more or less) so his reactions to events will be fascinating on several levels.  B)

    You've thanked me enough already.

    Now, allow me to thank you for a fiendishly nerve-wracking scenario.
    I too am looking forward to how my more "environmentally friendly" approach will work out.

     

    On ‎9‎/‎29‎/‎2017 at 9:02 PM, sburke said:

    That doesn't bode well for Amazon delivery....

    Drones used for delivery are pre-programmed with their flight path instructions, and are entirely automated.
    They require no remote control assistance.

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